Background

For as long as mystical enemies have threatened the Earth, there have been mystic warriors to defend it. Trained from birth, they are masters of magic and ritual and of the fighting arts, and stand ready to give their lives to keep the forced of darkness at bay.

Antigone Elric is the last of the the Elric sorcerers, a line that dates back to ancient Rome. From the moment of her birth, Antigone was trained to be a warrior in the constant war against the forces of evil. Of course, she's the last only because she hasn't had any children yet. Her mother was quite insistent about it last time they communed.

Richard and Gwendolyn Elric perished fighting the forces of evil. That's always how it goes for the family. Grandfather Ashton Elric died in the war, fighting Nocturne, the vampire leading Hitler's mystic forces. Great-grandmother Josephine Elric provided support to Napoleon's army, until the little Emperor grew to such a threat she switched sides and joined Baba Yaga and the mystic Russian alliance. Even Angitone's extended family has a history - great-Aunt Yasmina De Costa fought Meso-American necromacners in Brazil and great-Uncle Vladimir Polskya challenged Rasputin himself, paving the way for the Russian revolution.

The family had not, as her father always reminded her, been on the side of good. Despite their mystic talents, good and evil were tricky concepts. When she last saw him, however, he and his wife were convinced. A new threat grew under London, a growing incursion from a demon dimension pushing up into our reality. Closing it took the strength of them, and of their allies. But not Antigone.

They'd been adamant on that point. If they were to fall, Antigone would be needed to carry on the family line, the family duty, and protect the storehouse of knowledge the Elrics had accumulated over the centuries. And so they shipped Antigone off to Cove City, where the mutants, cyborgs and aliens of the Steranko Institute could camoflage their daughter. The end came quickly. Antigone broke into wails as her plane approached Newfoundland. Even across the distance, she could feel her parents wither and die, giving their last as they sealed off the monstrous thing under London.

Antigone was left with a significant inheritance. Money, yes, but also mystic knowledge and artifacts, and significant training from both parents. With the right ingredients, Antigone can cure mystic possession, find spectres in her midst or locate an individual across the world. With a sword in her hand, she can take down foes both mundane and mystic. She doubts there is anything the Institute can teach her, but perhaps there are things she can teach them. It was something her mother taught her - a wealth of allies is as important as any wealth of magic.

Personality

How to make Antigone? Take three parts John Dee, two parts Zorro, one part Winston Churchill and pour it all into the body of a teenage girl. Her life is dedicated to maintaining balance, generally fighting the forces of evil and threats to the universe, although she's tangled with the forces of light at times too. The experience makes her slightly skeptical of all and incredibly tactical in all she does. For instance, she's made it a point to study the public files of all her classmates, learning of their pasts and powers. She keeps her own information shrouded in secrecy, remaining tight lipped about what she does and why. Others are opens book - she herself remains enigmatic.
Trained by her parents nearly from birth, Antigone possesses a serious, dedicated air about her uncommon for others her age. She often sees her fellows as lacking discipline and tragically uninformed about the true nature of the universe, and has taken it upon herself

Great Mystic Lineage: Antigone has the weight of history pressing down on her. The benefits are immense: wealth, knowledge, mystic training. So too are the liabilities: a long history of creatures who seek the final elimination of the Elric line as punishment for some transgression by Antigone's ancestors. Not to mention both the do-gooders and evil-doers who see the Elric's mission of stability to be an impediment to their plan.

Mercenary for Good: "The enemy of my enemy is my friend." "Understanding is a three edged sword, your side, their side, and the truth." "There is no good or evil, there is only power." Antigone stands on the side of good. She does not, however, stand on the side of the Angels. Reality is a messy, messy thing and her task, passed to her by her parents, is to maintain the balance. It is not her task to wage a war on the side of light, but to help light muddle through to another day. To that end, she makes alliances with what powers she can - even those others would baulk at.

1. Antigone gains +4 with swords, and an additional +2 when using her own enchanted sword.

2. Can take up to a -5 save DC penalty to get up to +5 attack bonus

3. Antigone can size up her opponents, taking a move action to make a Sense Motive check against her opponent's Bluff check. If she succeeds, she leads her target's attack and defense bonus relative to her own.

4. Can take up to a -5 attack penalty and to get up to +5 on her dodge. Changes last until next action.

5. +2 on attack rolls to block melee attacks

6. Scores critical hit on 19 or 20.

7. A gift from her parents at age twelve, Antigone's rapier has a mild enchantment on it which makes it particular accurate in the girl's hand.

8. Antigone can cancel magic effects with 40ft of herself.

9. The classic trick of misdirection. Antigone can create vivid glamours to fool the senses. Because it's magic, only sentient creatures can experience them. Machines won't detect a thing.

10. Causes an object in Antigone's line of site to catch on fire. Does Damage at rank level. Continues to burn, doing +2 damage per round. Reflex save (DC15) can put out flaming clothes, and dousing or smothering the fire puts it out automatically.

11. One of the first spells Antigone learned. A blazing beam of light from her hand will bring out the truth of the situation, cancelling all Concealment, Illusion or Obscure effects it touches within 40ft.

12. The primal forces form to entrap Antigone's target. While she can do this to any target she can see, controlling forces at such a range takes particular concentration, making her loose her dodge bonuses.

13. Creates a cloud of darkness and auditory static around the target in a sphere up to 250ft diameter

14. Nurtured by her parents as a particularly useful skill, Antigone can use her magic to move objects directly. She can move up to one ton, and is skilled enough to make small manipulations at a distance. Unlike some other manifestations of the ability, her telekinesis cannot be seen when used.

15. A forcefield of magic energy helps protect Antigone. She usually maintains it by reflex but it will go away if she's stunned or knocked out.